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Crysis 2 - Editor + SDK [Now Released]


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Cevat Yerli has posted an open letter to the Crytek Modding Community

Be Free... Be Creative... Be the Developer

An open letter to the Crytek Modding Community.

Hello to all of you.

Here at Crytek we value our community, and we love what you do with our engine. In recent times our focus has been heavily on the development of Crysis 2, however our modding community has been, and remains, very important to us.

So, I wanted to tell you about our plans for supporting you in the future with some really exciting news, which I want to share with you now. Modding with the most powerful game engine is coming back!

We want to see what you guys can do with CryENGINE 3 and we hope we'll be as amazed with the things you create as we have been over the past few years. This time around, we're going to do things in a different way - offering you the right tools to achieve your vision.

First of all, we will be launching an Editor for Crysis 2 early in summer. This will allow you to build new maps, items and more custom content for Crysis 2.

For teams looking for even more creative freedom, we have another option: The free CRYENGINE SDK.

Be Free

In August 2011 we will be launching a free CryENGINE SDK. If you want to use it for fun, like all our previous MOD SDKs it will be completely free of charge, to anyone who wants to play with it! You just register, download the SDK with a personalized license key and you're good to go!

Be Creative

We'll be giving you access to the latest, greatest version of CryENGINE 3 - the same engine we use internally, the same engine we give to our licensees, the same engine that powers Crysis 2.

This will be a complete version of our engine, including C++ code access, our content exporters (including our LiveCreate real-time pipeline), shader code, game sample code from Crysis 2, script samples, new improved Flowgraph and a whole host of great asset examples, which will allow teams to build complete games from scratch for PC.

Be The Developer

With all this power in your hands - we know you're going to do some amazing things with the engine, so we're working out how best to support you.

We'll also be sharing our documentation with you, which is written by the developers of the engine, and we'll be giving you a new and improved crymod.com. We'll update the Free CryENGINE SDK regularly, to make sure you have access to all the advances we make to CryENGINE 3.

If you want to use it to make a game to launch commercially, we'd like to help you with that. If you want to take your product down a traditional commercial route, we will offer an innovative low cost licensing model if you want to release your game digitally.

If you're looking to use CryENGINE for non-gaming purposes, we'll have a per-seat business model for the engine - please enquire at mycryengine.com for further details.

So to go over the details again:

Our next release will be the Crysis 2 Editor, this is for those of you who want to create content for Crysis 2.

In August 2011, we will launch our Free CryENGINE SDK for all of you who want to create totally new content on CryENGINE 3.

If you just want to make fun, free projects, you can do that free of charge. If you want to try and commercialise your game, we'll be here to help you with that.

I truly value the contribution you have all made to our company and I hope we can continue giving back to you in future.

All the best,

Cevat Yerli

CEO & President of Crytek

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That's really setting Crytek apart from other developers (like the ones that don't release the SDKs of 10 years old engines of, not only one, but two games or the ones that exclude the editor from the game for god knows what reason, and manly the ones that give no support to any kind of modding :angry:)

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  • 2 weeks later...
  • 1 month later...
Crysis 2 map making tools arriving tomorrow

Alongside the release of a series of advanced DirectX 11 graphical features yesterday, EA also announced that “PC gamers can design their own maps and create their own epic battleground with the Map Editor Pack which can be downloaded at http://mycrysis.com for no cost starting Wednesday.”

Source

:rocky:

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Crysis 2 Mod SDK Package

We’re pleased to announce that today we are releasing the Crysis 2 Mod SDK package which includes the all-new Sandbox 3 Editor, allowing you to create custom maps, mods and content for Crysis 2!

The package also includes various tools, such as FMOD Designer, Poly Bump, plugins for Maya and 3ds Max and more! We’ve also included some sample assets to help you discover the possibilities with the Crysis 2 Mod SDK package.

Running alongside the release of the Crysis 2 Mod SDK package, we’re also pleased to release the all-new Crymod website, a place for modders of all skill levels to join in, share and be part of our community.

Note: You need a 64-bit operating system for this package.

Crymod - Crytek´s Official Modding Community

Official Crysis 2 Mod SDK Documentation

SDK package Download links:

http://www.crymod.com/dm_eds/download.php?id=3

http://www.gamershell.com/news_119872.html

http://www.pcgamesforever.com/download/Crysis-2-ModSDK-1.0-download-4312.html

http://www.atomicgamer.com/files/92502/crysis-2-editor-v1-0-mod-sdk

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For Reference

NtfsDisableLastAccessUpdate

Determines whether NTFS updates the last-access timestamp on each directory when it lists the directories on an NTFS volume.

This entry is designed to prevent the NTFS log buffer in physical memory from becoming filled with timestamp update records.

If you have an NTFS volume with a very large number of directories, and Windows does not respond quickly to dir commands, adding this entry to the registry might make directories list faster.

0 = When listing directories, NTFS updates the last-access timestamp on each directory it detects, and it records each time change in the NTFS log.

1 = When listing directories, NTFS does not update the last-access timestamp, and it does not record time stamp updates in the NTFS log.

every time Windows simply reads a file (even just doing a DIR listing) on an NTFS volume, its "last accessed" timestamp is updated, meaning that every time a file is read something is written to disk.

It makes the system a bit slower because it takes a bit of overhead, and that is why Microsoft has turned this off by default

So it all comes down to a personal choice of either leaving it off and just having to click "OK" any time you launch this one program, verses having a slight slowdown over the whole system with every program & O/S.

and obviously those with slower systems will notice it more than those with higher spec rigs (but will still be at a "cost").

Personally I'm leaving it off and just "putting up" with clicking OK on launch, as while I have a top end system I'm not going to be using the editor much

but even if I was using it dozens of times a day it doesn't really warrant affecting the whole system for one application.

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